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Contra rebirth 240p
Contra rebirth 240p









contra rebirth 240p
  1. #Contra rebirth 240p 240p#
  2. #Contra rebirth 240p tv#

In my experience, N64 games on the Wii Virtual console tend to run at 480p, even though they were originally 240p on the N64.ĬRT shaders tend to target the 240p look specifically, with the most distinct characteristic being the scanlines with alternating dark lines.

contra rebirth 240p

Most SNES games (and other systems’ games of that era) are 224/240p. If bloom is the main thing you’re after, then SweetFX does include a bloom shader. So, the problem with resolution and CRT shader exists because the monitor display is too small to simulate the CRT accurately? Since Gamecube and Wii games run at 480p, how did it output its image compared to the Snes on a CRT TV? I used to play both on the same TV. Also the Wii Virtual Console games runs great on Dolphin, specially the Nintendo 64 games.

contra rebirth 240p

So a CRT simulation would probably add to the gaming experience that the developers intended when they developed it. I really think that the developers relied on the CRT physical properties to create some of the games effects, specially the ones that have burning, flash and lighting.

#Contra rebirth 240p tv#

For example, the F-Zero´s cars boost is really bright, this effect is somehow lost by the emulation, since its bloom is a physical collateral effect of the CRT TV itself. I used to play GameCube and Wii games on a CRT FlatScreen TV, and some of the games effects used to bloom throught the screen. I think I’m doing something wrong, I can’t load the SweetFX ArcadeCRT Shader correctly, I’ll troubleshoot it when I have some time. Hamiroshi, out of curiousity, what are some games emulated through dolphin that you would use a CRT shader with? I ask because, like hunterk said, CRT shaders work best with resolutions around 240p or lower. It does treat higher resolution pixel art games like Shovel Knight and La-Mulana as if they were low res, but since various elements are positioned in high res, this leads to things sometimes appearing “smeared” because they’re effectively positioned between pixels. Yeah, I’ve tried using cgwg’s shader in SweetFX (called AdvancedCRT I believe) with various modern “retro” titles. That can be worked around but will hurt performance some. It also leverages some capabilities of RetroArch’s shader backend that aren’t likely to be available in Dolphin/SweetFX, like using srgb framebuffers to reduce the computational load of operating in linear colorspace. From my brief experience with cgwg’s CRT shader on SweetFX, I recall there being some way to force lower res, so it’s probably the best place to start looking for inspiration.Įasymode-halation is multipass, so that complicates things quite a bit.

contra rebirth 240p

On the bright side, if we can downsample the image before feeding it into the shader, it should look as good as if it were rendered at that low res natively, as long as the pixel art is done with a uniform pixel size (Shovel Knight, for example, should look good Hotline Miami, however, will likely have issues with the downsampling). Most of the modern pixel art games are running at a higher internal resolution, as well, unfortunately, even if they look low-res. If you set mupen64plus’ internal resolution to >320x240, the CRT effects don’t look right, regardless of the output resolution.











Contra rebirth 240p